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aFatOldManx

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Everything posted by aFatOldManx

  1. Stop writing with ChatGPT and use your own ideas Can we have also non critical hits/skills to work here? This way this would be useful in pvp as well or vs mobs in sand areas where you barely crit. Thank you!
  2. @Shimarin Can we get the bleed effect while not in demon form as well? Also is there any plan to rework the current useless Revenge skill?
  3. Hello, I am playing this class since it's release date until now, I can confidently say that I have tried almost every build and every gear combination in this game for reaper. I have some rare books and I have been playing arena competitively at the highest possible level, I am writing this to address some weaknesses that this class has and some potential fixes what I felt would fit this class. Please feel free to leave a feedback. Thank you, Therapist! 1. The Core Problem: Demonic Appearance (Transformation) The Reaper's strength is locked behind its "Demonic Appearance" form, which requires building up Hate via basic attacks. In a high-damage PvP environment, the Reaper often dies before it can accumulate enough Hate to transform. Proposed Skill Change: Demonic Appearance: Change: Reduce the Hate requirement from 12 units to 8 units (or a flat 50% reduction). Alternative Change: Allow the Reaper to instantly transform when its HP drops below 25% regardless of Hate, giving it a true "life-saving" mechanic. Talent Change (Partial Metamorphosis): Rework this talent to give the Reaper a passive, permanent 10% damage reduction or a small passive HP/MP regeneration while outside of Demonic Form, giving it better base survival. 2. The Defense Problem: Delayed Death This skill absorbs a high percentage of incoming damage, but that damage is then applied as a DoT (Damage over Time) called "Impending Death." Players find this skill often kills the Reaper hours after the fight, and worse, it does not absorb DoT effects like Bleed or Poison, making the Reaper extremely vulnerable to condition damage classes. Proposed Skill Change: Delayed Death: Change 1 (Primary Fix): The skill must be changed to absorb ALL damage types (Physical, Magical, and DoT) during its active duration. Change 2 (Safety Fix): Change the Defiance of Death talent to remove the Impending Death debuff AND block its reapplication for X seconds upon transformation. This gives the Reaper a chance to heal the absorbed damage without immediately taking more DoT. Change 3 (Simplicity): Reduce the damage absorbed to 50% but make the residual Impending Death debuff removeable by healers/cleanses, giving it utility in group content. 3. The Utility Problem: Lack of Control & AoE The Reaper lacks useful AoE skills for PvE and reliable CC (Crowd Control) compared to other melee classes like Chieftain (Stun + Ressistance) or Blade Dancer (Stun + Resistance). Proposed Skill/Talent Changes: Chains of the Underworld: Change: Make this skill always apply to a small AoE around the target, similar to Chieftain's AoE attacks. The debuff should also be changed from a cooldown reduction to a more impactful Damage Decrease Debuff (similar to old Paladin's Fetters). Retaliation (Revenge): Change: see below. Unwavering Will: Change: Grant 35% natural resistance at 4/4 and give a stack of Unshakable (Control Immunity) after receiving one control effect (instead of three negative effects). This would give the Reaper the high control resistance expected of a top-tier melee duelist. 4. The Stat Problem: Inconsistent Healing The current community consensus points out that the healing from Demonic Appearance is inconsistent and often doesn't scale properly with gear that increases maximum HP. Proposed Skill Change: Demonic Appearance (Healing): Change: Ensure the transformation skill's heal properly factors in the total maximum HP (including all gear, guild bonuses, and buffs) before applying the percentage heal, making the skill a reliable burst heal when needed. If these changes were implemented, the Reaper would become a high-risk, high-reward class with strong defenses and clear utility, making it a viable and relevant choice for both PvP and PvE content. The expert skill Retaliation (Revenge), which reflects a percentage of the damage received back to the attacker, as the community noted, is currently useless because: 1. The Reaper's main defense, Delayed Death, converts 80% of instant damage into a DoT, meaning the reflected damage is tiny and ineffective. 2. It uses up valuable expert skill points that could go to essential skills like Exaltation (Penetration/Strength buff). Here are 4 distinct rework options for that expert slot, with the goal of making the Reaper an elite melee class: Option 1: Soul Cage (Defensive/Utility Route) This approach focuses on transforming the skill into a reliable defensive/control tool that fixes the class's vulnerability to debuffs and crowd control. Expert Skill Rework: Soul Cage (New Name) · New Effect (Active, 4/4): The Reaper deals a large burst of physical damage to all enemies in a 3-yard radius. The burst damage is increased by a percentage of the Reaper's maximum Health. · Additional Effect: All enemies hit are afflicted with Soul Shock for 4 seconds. For the duration of Soul Shock, the enemy's Healing and Regeneration are reduced by 50%. The skill generates 2 units of Hate upon hitting at least one enemy. · Relevance Fixes: o Addresses Utility: Gives the Legion faction a crucial Anti-Heal utility for PvP (GvG, Arena). o Scales with Defense: Damage scales with Max HP, rewarding the player for building high survivability (essential for the Delayed Death mechanic). Option 2: Shade Leap (Assassination/Mobility Route) This approach addresses the Reaper's low mobility and reliance on basic attacks to build Hate, which is a death sentence against ranged characters. Expert Skill: Shade Leap (New Skill) · New Effect (Active, 4/4): The Reaper instantly vanishes, becoming untargetable for 1.5 seconds, and then quickly teleports to a targeted enemy up to 7 yards away, dealing massive physical damage. · Additional Effect (Key Fix): This skill instantly grants 6 units of Hate upon successful use, regardless of the attack type. · Relevance Fixes: o Hate Generation Fix: Granting 6 Hate is critical. It allows the Reaper to achieve transformation almost instantly, solving the class's biggest flaw against ranged opponents. o Mobility/Survival: Provides an essential gap-closer and brief invulnerability to initiate safely or escape lethal burst damage. Option 3: Spectral Aegis (Defensive Passive - Magic/DoT Protection) This alternative uses a passive trigger to provide essential defense against the Reaper's greatest vulnerabilities: high-burst magic damage and debuffs that bypass its core defensive skill. Expert Skill Rework: Spectral Aegis (Passive) · New Effect (Passive, 4/4): When the Reaper's HP drops below 50%, it gains a passive shield that absorbs a large amount of Magic Damage for 6 seconds (Cooldown: 30s). · Additional Effect: While the shield is active, the Reaper gains $50\%$ resistance to all DoT (Damage over Time) effects (Bleeding, Poison, Burning). The shield's activation or breaking instantly generates 3 units of Hate. · Relevance Fixes: o Defense Fix: Directly counters magic burst classes and provides critical DoT protection, which is necessary for the Delayed Death skill to function reliably. o Survivability: Provides guaranteed, timed defense, ensuring the Reaper can survive long enough to activate Demonic Appearance. Option 4: Defiance of Fate (Defensive Passive - Control & Execution Immunity) This alternative focuses on making the Reaper impossible to lock down or execute, reinforcing its identity as an unyielding melee fighter. Expert Skill Rework: Defiance of Fate (Passive) · New Effect (Passive, 4/4): The Reaper gains passive 20% resistance to all Control Effects (Stun, Bind, Fear, Silence). · Additional Effect: If a critical hit would reduce the Reaper's HP to 0, the damage is capped, and the Reaper cannot die for the next 1.5 seconds (Cooldown: 90s). While below 30% HP, basic attacks and damage skills generate 1 extra unit of Hate. · Relevance Fixes: o Control Resistance: Grants essential passive CC defense, allowing the Reaper to move and attack without being instantly disabled. o Anti-Execution: The HP Capping mechanic prevents the Reaper from being one-shot by burst damage, guaranteeing a short window to heal or activate other defensive skills. I've been playing the Reaper since it came out, and honestly, the class just feels really weak right now. It struggles a lot in both dungeons (PvE) and the arena (PvP). The suggested skill fixes I've put together are mainly aimed at making the Reaper work better in PvP, but it desperately needs help in PvE, too. If these suggestions get noticed and people are interested, I'll definitely put together a separate post with ideas for fixing its PvE performance as well!
  4. Hello, I am playing this class since it's release date until now, I can confidently say that I have tried almost every build and every gear combination in this game for reaper. I have some rare books and I have been playing arena competitively at the highest possible level, I am writing this to address some weaknesses that this class has and some potential fixes what I felt would fit this class. Please feel free to leave a feedback. Thank you, Therapist! 1. The Core Problem: Demonic Appearance (Transformation) The Reaper's strength is locked behind its "Demonic Appearance" form, which requires building up Hate via basic attacks. In a high-damage PvP environment, the Reaper often dies before it can accumulate enough Hate to transform. Proposed Skill Change: Demonic Appearance: Change: Reduce the Hate requirement from 12 units to 8 units (or a flat 50% reduction). Alternative Change: Allow the Reaper to instantly transform when its HP drops below 25% regardless of Hate, giving it a true "life-saving" mechanic. Talent Change (Partial Metamorphosis): Rework this talent to give the Reaper a passive, permanent 10% damage reduction or a small passive HP/MP regeneration while outside of Demonic Form, giving it better base survival. 2. The Defense Problem: Delayed Death This skill absorbs a high percentage of incoming damage, but that damage is then applied as a DoT (Damage over Time) called "Impending Death." Players find this skill often kills the Reaper hours after the fight, and worse, it does not absorb DoT effects like Bleed or Poison, making the Reaper extremely vulnerable to condition damage classes. Proposed Skill Change: Delayed Death: Change 1 (Primary Fix): The skill must be changed to absorb ALL damage types (Physical, Magical, and DoT) during its active duration. Change 2 (Safety Fix): Change the Defiance of Death talent to remove the Impending Death debuff AND block its reapplication for X seconds upon transformation. This gives the Reaper a chance to heal the absorbed damage without immediately taking more DoT. Change 3 (Simplicity): Reduce the damage absorbed to 50% but make the residual Impending Death debuff removeable by healers/cleanses, giving it utility in group content. 3. The Utility Problem: Lack of Control & AoE The Reaper lacks useful AoE skills for PvE and reliable CC (Crowd Control) compared to other melee classes like Chieftain (Stun + Ressistance) or Blade Dancer (Stun + Resistance). Proposed Skill/Talent Changes: Chains of the Underworld: Change: Make this skill always apply to a small AoE around the target, similar to Chieftain's AoE attacks. The debuff should also be changed from a cooldown reduction to a more impactful Damage Decrease Debuff (similar to old Paladin's Fetters). Retaliation (Revenge): Change: see below. Unwavering Will: Change: Grant 35% natural resistance at 4/4 and give a stack of Unshakable (Control Immunity) after receiving one control effect (instead of three negative effects). This would give the Reaper the high control resistance expected of a top-tier melee duelist. 4. The Stat Problem: Inconsistent Healing The current community consensus points out that the healing from Demonic Appearance is inconsistent and often doesn't scale properly with gear that increases maximum HP. Proposed Skill Change: Demonic Appearance (Healing): Change: Ensure the transformation skill's heal properly factors in the total maximum HP (including all gear, guild bonuses, and buffs) before applying the percentage heal, making the skill a reliable burst heal when needed. If these changes were implemented, the Reaper would become a high-risk, high-reward class with strong defenses and clear utility, making it a viable and relevant choice for both PvP and PvE content. The expert skill Retaliation (Revenge), which reflects a percentage of the damage received back to the attacker, as the community noted, is currently useless because: 1. The Reaper's main defense, Delayed Death, converts 80% of instant damage into a DoT, meaning the reflected damage is tiny and ineffective. 2. It uses up valuable expert skill points that could go to essential skills like Exaltation (Penetration/Strength buff). Here are 4 distinct rework options for that expert slot, with the goal of making the Reaper an elite melee class: Option 1: Soul Cage (Defensive/Utility Route) This approach focuses on transforming the skill into a reliable defensive/control tool that fixes the class's vulnerability to debuffs and crowd control. Expert Skill Rework: Soul Cage (New Name) · New Effect (Active, 4/4): The Reaper deals a large burst of physical damage to all enemies in a 3-yard radius. The burst damage is increased by a percentage of the Reaper's maximum Health. · Additional Effect: All enemies hit are afflicted with Soul Shock for 4 seconds. For the duration of Soul Shock, the enemy's Healing and Regeneration are reduced by 50%. The skill generates 2 units of Hate upon hitting at least one enemy. · Relevance Fixes: o Addresses Utility: Gives the Legion faction a crucial Anti-Heal utility for PvP (GvG, Arena). o Scales with Defense: Damage scales with Max HP, rewarding the player for building high survivability (essential for the Delayed Death mechanic). Option 2: Shade Leap (Assassination/Mobility Route) This approach addresses the Reaper's low mobility and reliance on basic attacks to build Hate, which is a death sentence against ranged characters. Expert Skill: Shade Leap (New Skill) · New Effect (Active, 4/4): The Reaper instantly vanishes, becoming untargetable for 1.5 seconds, and then quickly teleports to a targeted enemy up to 7 yards away, dealing massive physical damage. · Additional Effect (Key Fix): This skill instantly grants 6 units of Hate upon successful use, regardless of the attack type. · Relevance Fixes: o Hate Generation Fix: Granting 6 Hate is critical. It allows the Reaper to achieve transformation almost instantly, solving the class's biggest flaw against ranged opponents. o Mobility/Survival: Provides an essential gap-closer and brief invulnerability to initiate safely or escape lethal burst damage. Option 3: Spectral Aegis (Defensive Passive - Magic/DoT Protection) This alternative uses a passive trigger to provide essential defense against the Reaper's greatest vulnerabilities: high-burst magic damage and debuffs that bypass its core defensive skill. Expert Skill Rework: Spectral Aegis (Passive) · New Effect (Passive, 4/4): When the Reaper's HP drops below 50%, it gains a passive shield that absorbs a large amount of Magic Damage for 6 seconds (Cooldown: 30s). · Additional Effect: While the shield is active, the Reaper gains $50\%$ resistance to all DoT (Damage over Time) effects (Bleeding, Poison, Burning). The shield's activation or breaking instantly generates 3 units of Hate. · Relevance Fixes: o Defense Fix: Directly counters magic burst classes and provides critical DoT protection, which is necessary for the Delayed Death skill to function reliably. o Survivability: Provides guaranteed, timed defense, ensuring the Reaper can survive long enough to activate Demonic Appearance. Option 4: Defiance of Fate (Defensive Passive - Control & Execution Immunity) This alternative focuses on making the Reaper impossible to lock down or execute, reinforcing its identity as an unyielding melee fighter. Expert Skill Rework: Defiance of Fate (Passive) · New Effect (Passive, 4/4): The Reaper gains passive 20% resistance to all Control Effects (Stun, Bind, Fear, Silence). · Additional Effect: If a critical hit would reduce the Reaper's HP to 0, the damage is capped, and the Reaper cannot die for the next 1.5 seconds (Cooldown: 90s). While below 30% HP, basic attacks and damage skills generate 1 extra unit of Hate. · Relevance Fixes: o Control Resistance: Grants essential passive CC defense, allowing the Reaper to move and attack without being instantly disabled. o Anti-Execution: The HP Capping mechanic prevents the Reaper from being one-shot by burst damage, guaranteeing a short window to heal or activate other defensive skills. I've been playing the Reaper since it came out, and honestly, the class just feels really weak right now. It struggles a lot in both dungeons (PvE) and the arena (PvP). The suggested skill fixes I've put together are mainly aimed at making the Reaper work better in PvP, but it desperately needs help in PvE, too. If these suggestions get noticed and people are interested, I'll definitely put together a separate post with ideas for fixing its PvE performance as well!
  5. Here you go: Explain to me how can a pala heal 213k and deal 141k dmg and you call that ok??
  6. Brother you have no idea what your talking about, imo pala should be nerfed more, is abnormal to heal 2-300k in arena, it should be as gladiator said, based on mdmg not max hp.
  7. Yes that is the whole point, why would a non heal class have a better healing skill than an actual support heal class? IMO it should be capped the same or less than necromancer’s skill. Or at least limit it to the party members.
  8. Could we get this to work with auto attacks too? It would help to be used with the left branch as well. Right now is not very useful to us. @Holmes
  9. This skill really needs a nerf, it’s area and effects are insanely overpowered, please keep either the stun or the slow, both is too much…
  10. So by your logic EU is a dead server, interesting 🤡
  11. When can we expect an update about the new changes or it will not be during this arena season? @Dr Strange
  12. Nice! When more info tho? This is really vague…
  13. @Holmes @Dr Strangeplease consider adding the resist buffs and hp gain back to this, maybe take away the cd switch but right now this is really weak, the whole mechanics of this class revolve around demon form and to not get an actual advantage while studying talents is not really worth it, I have asked everyone that plays reaper even from RU servers and EU and nobody likes this talent branch especially for that reason, would be nice to get a small change. Thanks!
  14. Stop playing games, video games are haram why u here?
  15. Dude even with so much data that supports mc side desperately needs buffs y’all keep buffing elf side with every update you get, how is that normal? I got one of the strongest char in mc side, been playing since 2011 but I swear now game has become unplayable and I have no will to play it anymore even tho I have my char maxed out, I know I can speak for almost half of mc population. I keep waiting for the day when this game will be balanced like it was in 2013-2014 but I guess some things will never happen. Peace!
  16. Wowowowow goodluck!!!! Hat on the wrong side of the head though🤌🏻 Dop I tell ur mom u on forum again😘
  17. Agreed, good thing we are poor and can't afford speed builds on barbs then hehe🤡 what does this relic do? any more details please?
  18. I wanted to make fun of you but then, devs already did that with the lock changes so no point anymore
  19. And maybe this time actually listen? Because you guys obviously didn’t read anything that was posted into the warlock topic. Or at least tell us to stop making locks because it will never get buffed so we know what to do?
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